All attribute points should be distributed during character creation.Why is Initial Leveling Bad
My character is leveling as I wrote this. I stuck him in a building with the mouse macro (right-click down, 100MS delay, right-click up, 100MS delay) looped. I understand this allowed (though it really shouldn't be post-beta) but the fact that I'm having to use a macro to bypass doing repetitive actions for character advancement is a huge problem guys. I remember all this from MO1. Wall running, spurt spamming, an endless list of boring repetitive tasks needed to level a new character.
People don't want to spend their first day or two in-game doing repetitive unfun nonsense to develop their character. Nor should macros be used to have to bypass bad game design. A great many will save themselves the trouble and just quit.
Solution
While leveling crafting is fine for the most part, action skills would be a lot better to level if enemies had XP values that get fed into action skills set to be raised when you kill something. You could implement more complex versions of this that for instance require you to be mounted to level mounted skills or require you to make the kill with magic to level magic skills but a simple system of enemies having flat XP values that get fed into the skills to be raised is 1000% better than any system that has me spamming block in a corner.
In a system where kills give XP the best way to level is for newbs to go find mobs of their strength level and kill them. Or band together in groups for higher value kills. You know, playing the game. Having fun. Not mindless repetition.
There is a lot of skills to be trained for fighting,crafting which are enough time consuming to prevent players from abuse of reroling.
New clade system may give players interested in experiencing their character progress quite a lot of satisfaction.